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Found 8 results

  1. Sound and VR

    Hello. I found some problems with sound sorcres in VR-scenes. If head position is far away from centre of VR-room (PlayerDummy in Unigine code), engine will calculate max distance and occlusion from centre of VR-room. In samples "Superposition" and "VR template" editor or engine use sound sources without occlusion and with huge max distance. This is a resourceful decision, but we don't really want to use it. For example, we have sound sorcre near the door on the wall (picture is in attach). We can teleport to another side of the wall and we must hear dull sound. If we turn off parametr "occl
  2. [SOLVED] Orthographic camera

    Hello everyone, I`m having a bit of a problem setting up a proper orthographic camera with C++ API in my projects. It seems that there is no way for me to change a camera projection without creating my own mat4 and passing it as an argument to setProjection to the class camera. Is there any other way around to acomplish this task without going in depth with matrix conversations?
  3. I observed that selecting PlayerPersecutor node in Editor2 which have provided Target Node slow down performance below 4 FPS in Editor2 during transforming this node (moving). This happens only when you have opened Player Pesrsucator properties in Parameters panel.
  4. Hi there Still quite new to Unigine, but making some progress in using a c# application to programatically build some worlds. Ive managed to use the PlayerDummy to create some static camera locations, but i cant figure out what the syntax is to set the direction of the camera (i can position it, but it just looks straight down) I am guessing that i need to rotate the matrix passed into the setWorldTransform function, but cant figure it out, ive found some c++ samples but still cant get it figured out. i have this myCam.setWorldTransform(MathLib.translate(new Vec3(dx, dy, dz +
  5. Hi folks! I'm currently facing a rather annoying issue in Unigine, created by myself and my lack of understanding of course, which I need your help on! My situation is this: I have two characters, I want to calculate the mid-point between these two characters' heads and make a camera inside of the game look at that mid-point. What I am currently doing is: 1. Cycling through bones and finding the head bones of each character 2. Using ObjectMeshSkinned::getWorldBoneTransform to get the transform of each head bone as a mat4 3. Getting the 12th, 13th and 14th values from t
  6. Player->setTransform problem

    Hello, I'm currently attempting to build a prototype entirely using the C++ API. Right now I'm transferring camera control from UnigineScript into C++. Placing the camera (player) was working fine in UnigineScript, but in C++ it hasn't been going well. I'm running into a problem when using the command: player->setTransform(setTo(UNIGINE_VEC3(0.0, 0.0, 20.0), UNIGINE_VEC3(0.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0))); The second parameter is supposed to control the direction of the camera/player. However, my player points in the -z direction no matter how I change it. Even if I switch t
  7. camera problem!

    Привет. У меня вот какая проблема. Я привязываю камеру к PlayerActor, но мне нужно поднять ее выше, по оси Z. (Вид из головы). У меня маштаб больше единичного. Я делаю так: PlayerActor actor; PlayerPersecutor camera. init (){ .. camera.setAnchor(vec3(0.0f,0.0f,10.0f)) camera.setTarget(actor); engine.game.setPlayer(camera); .. } Так работает плохо, так как камера зарывается в землю, или блокируется на некоторых углах. Потом я делал так. PlayerActor actor; PlayerSpectator camera. init(){ .. engine.game.setPlayer(camera); .. } update(){ .. vec
  8. Is there a tool that assist in creating .character file? I looked into the script from the character demo and it's crazily complex. Was it created manually? o_O